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The common rocky helmet users, Ferrothorn and Deoxys D, are better off being V-Created to death in the first place, so I don't need to get my HP down to 1 when I face them. I don't think anything else runs rocky helmet. Garchomp beats me, yes, but Cresselia can take a hit and retaliate with Ice Beam. I could also run Infernape (Blaziken in Ubers) to nail these threats to begin with.

Scarf Keldeo and Scarf Terrakion do get the chance to revenge me, but I can always switch out. Thanks for the Wobbuffet option, though. Wobba can counter faster Scarf users. However, this gives half my team a psychic typing (Cresselia, Victini, Wobbuffet), so it might not be ideal.

I'm actually thinking about using this set in an Ubers sun team (yeah, suck it, Kyogre). You pretty much get either sun or rain in one of those teams. The team members I'm thinking are...

The common rocky helmet users, Ferrothorn and Deoxys D, are better off being V-Created to death in the first place, so I don't need to get my HP down to 1 when I face them. I don't think anything else runs rocky helmet. Garchomp beats me, yes, but Cresselia can take a hit and retaliate with Ice Beam. I could also run Infernape (Blaziken in Ubers) to nail these threats to begin with.

Scarf Keldeo and Scarf Terrakion do get the chance to revenge me, but I can always switch out. Thanks for the Wobbuffet option, though. Wobba can counter faster Scarf users. However, this gives half my team a psychic typing (Cresselia, Victini, Wobbuffet), so it might not be ideal.

I'm actually thinking about using this set in an Ubers sun team (yeah, suck it, Kyogre). You pretty much get either sun or rain in one of those teams. The team members I'm thinking are...

I am planning to build an anti-weather crown Raikou for the upcoming wifi double battle competition. I am still quite new to competitive battling so I need some help here. Rash nature is forced so i can't really do anything about it. Thunderbolt and Thunder for STAB but i can't decide which to keep. Thunder has got perfect accuracy in rain and hits opponent's rain team hard. Thunderbolt is more reliable outside of rain but don't hit as hard. Weather Ball to abuse whatever weather that comes my way. Aurasphere to counter Tyranitars and steels. The last move is for either priority or coverage. It has a low power Steel type hidden power so we can forget about it. Extra info: I will have Ninetales in my team to activate drought once i get rid of opponent's Politoed if necessary. I have my own Politoed to set up rain if the opponent do not run a weather team at all.

Oddest thing ever? Maybe. But it is simple. Ice Beam anything that resist whirlpool. Then, proceed to whirlpool, to trap them. Then Perish Song and Protet then on the last turn switch out causing them to faint. It is only avoidable if 1. Whirlpool misses or 2. You have the super rare Shed Shell.
Aslo I run this set with Politoed but with Encore > Ice Beam and was wondering which was better.

That is a nice set, a bit gimmicky but with the right prediction it can easily take out one of the opponents main offensive or defensive threats, I have a few suggestions though. I question the usefulness of ice beam, if you really want an attacking move I would go with icy wind for the added utility, but instead I suggest using rest, especially if used on a rain team with hydration for its ability. This gives it enough staying power to tank a few hits and maybe get 2 or 3 KO's.

edit: infact if you run this and politoed on the same team you could have a cool perish trap core to a rain stall team. Just throw in a vaporeon and a physically defensive steel.

So, here's my attempt to make a "wall" (I know Ambipom is far from a wall, but I still wanna try it! lol) Its usage as a wall explains the EV spread (it's higher in Defense since Fighting move are usually Physical)

What I plan on doing is Poisoning the foe with Toxic, then using Attract (if situation works). My hopes are that if Attract worked, the opponent would switch out, allowing me to Poison more Pokemon.

In moveslot 3, I'm not sure if I want to Troll and spam Protect, or sap their PP with Spite

In moveslot 4, I don't know what direction to take. Either I Troll around with Double Team, prevent setups with Taunt, or prevent being trapped by Taunt and making a semi-clean getaway.

So, here's my attempt to make a "wall" (I know Ambipom is far from a wall, but I still wanna try it! lol) Its usage as a wall explains the EV spread (it's higher in Defense since Fighting move are usually Physical)

What I plan on doing is Poisoning the foe with Toxic, then using Attract (if situation works). My hopes are that if Attract worked, the opponent would switch out, allowing me to Poison more Pokemon.

In moveslot 3, I'm not sure if I want to Troll and spam Protect, or sap their PP with Spite

In moveslot 4, I don't know what direction to take. Either I Troll around with Double Team, prevent setups with Taunt, or prevent being trapped by Taunt and making a semi-clean getaway.

Any help would be appreciated!

Well for starters your EV spread can't work because it's a total of 628 EVs while the max is 510.

Double Team is typically banned under evasion clause, but it depends on where you're battling.

Attract is totally gimmicky, and screwed over by genderless Pokemon or Pokemon of the same gender. Way too unreliable.

Plus, using Ambipom as a wall is beyond silly. It has no bulk on either side of the spectrum, no resistances beyond an immunity to ghost types, no reliable healing... And a full team of Ambipoms will be 6-0'd by anything with Mach Punch. It will get absolutely destroyed; just because a Pokemon has a vast movepool doesn't mean it can make use of every move it learns. Also, typically the "species clause" is in effect just about everywhere, rendering the entire concept moot.

If you're not taking advantage of Ambipom's combination of speed and Technician, there's really no reason to use it at all. As a UU, normal type wall, Snorlax does everything it can do, except better. Not to be rough, but the set you're proposing is nothing short of gimmicky, and will probably get destroyed.

SMod, One of the writers for the PotW, and someone you'll be hearing from often if you fail to read the rules

Shuckle@ leftovers/chesto berry
Contrary
252 def 252 spedef 4 hp
- shell smash
-power split
- stealth rocks/ rest /toxic
- an attacking move not sure which so its not taunt bait
Big time wall. This set is self explanatory. Lower both attacks, but raise defenses.
Then split attacks.Then proceed to stall their team to death. This would be used on a sand team.

Shuckle@ leftovers/chesto berry
Contrary
252 def 252 spedef 4 hp
- shell smash
-power split
- stealth rocks/ rest /toxic
- an attacking move not sure which so its not taunt bait
Big time wall. This set is self explanatory. Lower both attacks, but raise defenses.
Then split attacks.Then proceed to stall their team to death. This would be used on a sand team.

If you want to use a Shuckle first things first, it needs Max HP. EV wise you should go 252 HP / 252 Def / 4 SpD with an Impish nature. Use it under sand and its defenses will be rock solid. Problem with Shuckle in general though is the lack of recovery, very low HP, and not being able to do any attacking damage whatsoever.

Weather Ball is pretty gimmicky, it's not worth using. Go for Sleep Powder instead, which is more or less mandatory on Roserade; Sleep is always good, and Sleep Powder's semi-reliable accuracy helps you shut down potential counters who try to switch in.

I'm not fond of Leaf Storm, at least not in this case. The SpA drop makes it more inclined for a Choice Specs set, since it's better for hit and run. But of course in general Specs and Sleep Powder don't mix. I'd drop it for Giga Drain, which is only marginally weaker than Energy Ball, but also has the added healing benefit.

And Energy Ball might be replaced with Hidden Power, depending on what type it is. Fire will roast steel types who otherwise wall you, and Bugs as well, though Ground and Ice can be viable Hidden Powers as well.

SMod, One of the writers for the PotW, and someone you'll be hearing from often if you fail to read the rules

thanks a lot KillerDraco I'm gonna try to use the sleep powder instead of weather ball.

Originally Posted by KillerDraco

Weather Ball is pretty gimmicky, it's not worth using. Go for Sleep Powder instead, which is more or less mandatory on Roserade; Sleep is always good, and Sleep Powder's semi-reliable accuracy helps you shut down potential counters who try to switch in.

I'm not fond of Leaf Storm, at least not in this case. The SpA drop makes it more inclined for a Choice Specs set, since it's better for hit and run. But of course in general Specs and Sleep Powder don't mix. I'd drop it for Giga Drain, which is only marginally weaker than Energy Ball, but also has the added healing benefit.

And Energy Ball might be replaced with Hidden Power, depending on what type it is. Fire will roast steel types who otherwise wall you, and Bugs as well, though Ground and Ice can be viable Hidden Powers as well.

This is a single battle wall. Pretty much trolls the other pokemon. First use fake out. Then, use torment, as Prankster gives it a priority boost. As the Focus Sash will keep it alive, use encore, with yet another priority boost. STAB Dark Pulse pretty much finishes the opponent off.

Given Dive or Bounce to get a second turn strike, Dive for STAB and Bounce for use against Grass Types. Rest for when Wailord's health is lowered and Sleep Talk to use Zen Headbutt or Bounce/Dive while asleep. Zen Headbutt for sheer damage and chance to Flinch.

Like I said, I'm not good at this so just hear me out.

I'll take anything you can give me

Last edited by hellothisismuffin; 8th April 2013 at 11:35 PM.

Originally Posted by Vernikova

My microwave is shooting electricity from the back and it's scaring me.

Given Dive or Bounce to get a second turn strike, Dive for STAB and Bounce for use against Grass Types. Rest for when Wailord's health is lowered and Sleep Talk to use Zen Headbutt or Bounce/Dive while asleep. Zen Headbutt for sheer damage and chance to Flinch.

Like I said, I'm not good at this so just hear me out.

I'll take anything you can give me

In a competitive setting, two-turn moves are generally considered poor options. If you Dive or Bounce, your opponent is just going to switch to an appropriate counter, so you've essentially given them a free turn. Also, considering 60 speed isn't exactly fast, flinching should never be high on your priority list.

Wailord is generally not used much, because though its HP is high, its offenses are average at best, its speed is poor, and its defenses outright suck. As a "bulky" water type (and only bulky by virtue of its HP since as mentioned its defenses are awful) it's generally outclassed by Rotom-W, who, despite having poor HP, has strong defenses, better resistances, and a potent STAB combination.

SMod, One of the writers for the PotW, and someone you'll be hearing from often if you fail to read the rules

This is a single battle wall. Pretty much trolls the other pokemon. First use fake out. Then, use torment, as Prankster gives it a priority boost. As the Focus Sash will keep it alive, use encore, with yet another priority boost. STAB Dark Pulse pretty much finishes the opponent off.

I wouldn't call him a wall, but he's definitely a good bulky attacker, and the crux of many VoltTurn strategies. He's good at checking rain teams as well, due to his resistances to Flying, Water, and Ice, and neutrality to Thunder, along with solid bulk (albeit with low HP).

There's a few other options too, like Thunder Wave, Dual Screens (not recommended personally), Thunderbolt/Thunder Specs, using a Calm Nature for more special bulk... Rotom's options aren't too expansive, but it does have a few choices.

This is a single battle wall. Pretty much trolls the other pokemon. First use fake out. Then, use torment, as Prankster gives it a priority boost. As the Focus Sash will keep it alive, use encore, with yet another priority boost. STAB Dark Pulse pretty much finishes the opponent off.

This will get absolutely wrecked; base 50 defense and special defense undermine any attempt to wall. Most things are going to be a guaranteed 2HKO on it. It may annoy the opponent slightly, but it will not have any significant output on the match. Dark Pulse alone isn't going to do much either, given that without any special attack investment, you won't be hitting hard at all. You're not going to be "finishing off" anything. Liepard may be able to troll with Prankset but it's too frail to ever be considered a wall (making the full HP EVs a total waste), and if they taunt you on the Torment turn, you're done.

Also you only want 252, not 255. 255 is the technical max, but 252 is the effective max since it's the highest possible amount that's divisible by four.

SMod, One of the writers for the PotW, and someone you'll be hearing from often if you fail to read the rules

Here's my reasoning: I want to spread paralysis throughout the enemy team, so Thunder Wave is a must. This also has the added bonus of crippling any Swift Swim users. Dragon Tail is useful for forcing switches when it's not raining, while Hurricane is good for when it is raining. Both are STAB moves, but useful in different situations. Leftovers, Roost and Multiscale are there to keep Dragonite alive.

Because not every team has rain, I want Dragonite to be useful in those situations as well. Keeping-Dragonite-alive EVs are probably the most important. Offensive EVs probably aren't as big a deal, as I'll probably be using my Work Up Umbreon on this team, but I would like Dragonite to be able to hold its own if Umbreon is KO'd before it can set up a Baton Pass.

Here's my reasoning: I want to spread paralysis throughout the enemy team, so Thunder Wave is a must. This also has the added bonus of crippling any Swift Swim users. Dragon Tail is useful for forcing switches when it's not raining, while Hurricane is good for when it is raining. Both are STAB moves, but useful in different situations. Leftovers, Roost and Multiscale are there to keep Dragonite alive.

Because not every team has rain, I want Dragonite to be useful in those situations as well. Keeping-Dragonite-alive EVs are probably the most important. Offensive EVs probably aren't as big a deal, as I'll probably be using my Work Up Umbreon on this team, but I would like Dragonite to be able to hold its own if Umbreon is KO'd before it can set up a Baton Pass.

Any ideas?

Just saying, Swift Swim + Drizzle is banned in OU, so you shouldn't put that in your analyses.
I would recomend a Careful nature with 252 HP / 4 Def / 252 SpD evs to last as long as possible

i would also highly recommend substitute>hurricane. theres no need for hurricane, as common pokes that can take a t-wave arent phazed by a hurricane, pardon the pun. plus, no offensive evs leave it pitifully weak, and it needs all that hp+SpD. substitute allows it to bypass toxic, which would rain on his parade. dragonite has the added benefit of being faster than a lot of common toxic users, such as heatran(i believe), politoed, ferrothorn, blissey, etc.

i would recommend as an offensive partner choice band terrakion. im sorry, but work up umbreon is a terrible set. terrakion helps forcee switches, which benefit you from possible hazard damage, or switching into a paralyzed pokemon. you can also easily take a lot of pokemon with dragonite, pokemon like keldeo [hp ghost], scarfterra, and most special threats, allowing you to safely regain momentum.